- Joined
- Aug 25, 2012
- Location
- Indiana, USA
Basically my entire views on non-linearity and how it could work are on my site here, so I don't want to spend long on it. I have a whole article on it which discusses why Zelda should occasionally return to non-linearity and how things like story and difficulty could be handled. You may discover something you hadn't thought about.
Generally, I am all over Nintendo's apparent decision to once again consider non-linearity in Zelda. To agree with DarkestLink a bit, I don't believe complete non-linearity should be a permanent thing for Zelda - that kind of gameplay always requires a unique approach to story, dungeons, difficulty, among other stuff, so things could eventually get awkward if that's kept up. I do, however, think it should be a frequent thing, and Zelda should always have a big, wide world packed with secrets regardless.
But at the same time, non-linearity is what Zelda was founded on, perhaps not in the most stable of conditions but it was one of Zelda's core elements. Zelda is all about exploration and the freedom to get lost in your own fantasy land, which is harder to do in installments like Twilight Princess and Skyward Sword which limit so much of the world to you from the beginning. Because doing non-linearity right would be a bit more difficult than normal doesn't mean Nintendo can't try to take the franchise back to what it was meant to be. At least they'll have tried, gosh dang it.
On the issue of multiplayer...I'm looking forward to whatever Nintendo's cooking up, but it's probably not going to be the selling point of the game for me. I actually think Zelda should eventually get heavily involved in the online world, probably not for Zelda Wii U since it's a little too soon to implement the concept along with everything else, but at some point they should play with it. Imagine completing dangerous dungeons and caverns online with other people, sharing the loot, taking down bosses, and exploring lethal mazes. And that's just the tip of the iceberg.
Generally, I am all over Nintendo's apparent decision to once again consider non-linearity in Zelda. To agree with DarkestLink a bit, I don't believe complete non-linearity should be a permanent thing for Zelda - that kind of gameplay always requires a unique approach to story, dungeons, difficulty, among other stuff, so things could eventually get awkward if that's kept up. I do, however, think it should be a frequent thing, and Zelda should always have a big, wide world packed with secrets regardless.
But at the same time, non-linearity is what Zelda was founded on, perhaps not in the most stable of conditions but it was one of Zelda's core elements. Zelda is all about exploration and the freedom to get lost in your own fantasy land, which is harder to do in installments like Twilight Princess and Skyward Sword which limit so much of the world to you from the beginning. Because doing non-linearity right would be a bit more difficult than normal doesn't mean Nintendo can't try to take the franchise back to what it was meant to be. At least they'll have tried, gosh dang it.
On the issue of multiplayer...I'm looking forward to whatever Nintendo's cooking up, but it's probably not going to be the selling point of the game for me. I actually think Zelda should eventually get heavily involved in the online world, probably not for Zelda Wii U since it's a little too soon to implement the concept along with everything else, but at some point they should play with it. Imagine completing dangerous dungeons and caverns online with other people, sharing the loot, taking down bosses, and exploring lethal mazes. And that's just the tip of the iceberg.
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